The psychological impact of games is usually measured in terms of fun, or paratelic engagement: An immersed and intrinsically motivated state, where an activity is sustained for its own sake, rather than for extrinsic rewards. This poster presents preliminary results from a controlled experiment with a custom-made boardgame where levels og game-mechanics and pure alluring shape was manipulated, and a model for understanding the differences between gamification, alluring gamelike (but mechanics-less) design and true games. Analyses suggest that shaping an activity as a game changes subjective experiences of fun and "gamelikeness" but not overall motivation.